Another error found with the editor
Under the coreRandomEvents there is another error. A missing unit reference. Champion_Wilbur doesn't actually exist and so one would not receive this person
<QuestDef InternalName="RandomEvent_Allies">
<DisplayName>Clearing the countryside</DisplayName>
<Description> Sire, a village elder wishes to speak to you. Should we allow him to approach? </Description>
<ShortTextAccept>By all means, show him in.</ShortTextAccept>
<ShortTextDeny>I'm very busy, send him away.</ShortTextDeny>
<QuestClass>Minor</QuestClass>
<Repeatable>0</Repeatable>
<TriggerType>TurnNumber</TriggerType>
<TriggerData>70</TriggerData>
<TriggerChance>200</TriggerChance>
<PostTriggerChance>10</PostTriggerChance>
<TriggerOrigin>EventLocation</TriggerOrigin>
<SpawnRating>1</SpawnRating>
<Image>Q_ImpoverishedLord.png</Image>
<QuestObjectiveDef>
<ObjectiveID>0</ObjectiveID>
<ChoiceText> A village elder approaches you.
"My Lord, you seem to be succeeding where we have failed," the village elder says. "We have tried to form a village near here, to provide care, safety and meal for the few that follow me. But we are little more than fatted calves for the darklings who come out at night to slaughter us. They consume more of our wheat than we do and eat more of our lambs. I have failed."
We look for a leader who can bring civilization back to our world. We would join you if you'll have us.. </ChoiceText>
<ChoiceMedallion>Q_ImpoverishedLord.png</ChoiceMedallion>
<ChoiceMedallionFrame>Gfx\Medallions\Medallion_Frame_17.png</ChoiceMedallionFrame>
<QuestChoiceDef>
<Description>We have no need for failures here. Take his supplies and remove him from my sight.</Description>
<NextObjectiveID>-1</NextObjectiveID>
<QuestFailure>1</QuestFailure>
<PopupMessage>The elder growls, "You may be a rising power now, but rejecting potential allies makes you a fool!"</PopupMessage>
<Treasure>
<GameModifier InternalName="Reward1">
<ModType>GiveItem</ModType>
</GameModifier>
</Treasure>
</QuestChoiceDef>
<QuestChoiceDef>
<Description>Of course. We are glad to have you.</Description>
<NextObjectiveID>-1</NextObjectiveID>
<PopupMessage>The elder smiles, "We are grateful for your wisdom. We will serve you until Destiny takes us."</PopupMessage>
<Treasure>
<GameModifier InternalName="Reward1">
<ModType>Unit</ModType>
<Attribute>GiveExperience</Attribute>
<Value>9</Value>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="Reward2">
<ModType>Unit</ModType>
<Attribute>UnitJoinArmy</Attribute>
<StrVal>Unit_Quest_Archer</StrVal>
<StrVal2>Wilbur's Archers</StrVal2>
<UnitClass>Unit</UnitClass>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="Reward3">
<ModType>Unit</ModType>
<Attribute>UnitJoinArmy</Attribute>
<StrVal>Champion_Wilbur</StrVal>
<StrVal2>Wilbur</StrVal2>
<Value>3</Value>
<UnitClass>Champion</UnitClass>
</GameModifier>
</Treasure>
</QuestChoiceDef>
</QuestObjectiveDef>
</QuestDef>
This champion just doesn't exist (Also, he doesn't exist in FE, and so incidently this same quest is broken there to
...
Also, what reward is supposed to be given here. It is an item type, but there is nothing there. While your about fixing it, might as well fix that.
On a seperate note you may want to re-look at the probability of the random events occuring. It appears that this one has a 2% chance of occuring (if I read the chancing correctly). Maybe one should increase these to say 10% chance to initially occur. I'm sure you don't want these to be frequent, but 1 out of 50 games this will occur. At 70 turns we are talking you have to at least spend 30 minutes to get there. Thus, we should expect to see this quest 1 time out of 1500 minutes (or 25 hours of gameplay). My modest increase should leave it happen 1 time out of 10, leaving a player to see these things after 5 hours of gameplay (that is to say once every 10 games, and each game takes a long time.)